Rate this Card

Rate this item:

Rating: 3.8/5. From 2837 votes.

Please wait...

Glinda Crowskin Additional Information

I think it’s one of the most interesting cards in the expansion so far. There is so much theorycrafting involved – there are tons of cards this could work with, but the main question is – can you make it work consistently?

At 6 mana, this minion is super expensive. Even if it’s Turn 10, it might still be hard to combo it with anything. For example, if you want to combo it with a 2 mana minion – you can only play it twice. Getting an extra copy of a 2-drop is of course good, but not game-changing. You can do something like playing four 1-drops, but then again, are there any 1-drops Warlock would want to play four times? (remember that Mistress of Mixtures is rotating out, so it can’t be a form of emergency healing) Kobold Librarian is great, but you’re basically killing yourself.

This is one of those cards that are broken IF they survive a turn. IF this would survive a turn in the late game, you can, for example, play 5x Gnomeferatu (insane combo in slow matchups). Or play five Knife Jugglers – that’s 10 knives + a board that has to be answered or else your opponent just dies. Or play Summoning Portal and then summon five more 3-drops (or three 4-drops). Or drop six Sea Giants (the first one needs to cost 4 to do that, so there has to be 6 minions on the board in total first). Or do many other things.

But the thing is, that’s a pretty big “IF”. Such high priority targets rarely survive a turn. Good thing is that this card has 7 health, so it might be a bit more durable than e.g. Emperor Thaurissan, but still. Most of the Control decks will have a way to remove a 3/7, and Aggro can either ignore it (because it’s super slow) or trade into it and develop more stuff. Or even Silence it.

A lot of things can happen. We might get some more combos with the new cards. Or maybe some great 1-drop that you might want to replay 4 times in the late game. Right now, I think this card has LOTS of potential, but is not reliable enough. To perform the best combos, it needs to survive a turn, and it won’t likely survive a turn…

That said, I will definitely test it out if I open it!

P.S. Definitely has even more potential in the Wild… Like with Molten Giant after you get low = you can play 6 Giants, or something like 5 Giants + Sunfury Protector so you won’t die.

Card rating: 4/10 (might get more if we see some good 1-drop to go alone with it later)

77 Comments

With the upcoming Rise of Shadows. I’d say she’s going shine. Jumbo Imp and Sea Giant. Enough said. Just make sure you have imps to kill to get Ol’ Jumbo to work. Slap her on the board, and then watch your opponent quit after you’ve placed 3 Jumbo’s and 3 Sea Giant’s on the field.

I just discovered a weird interaction, if you cube a Glinda you get an echo copy added to your hand. If you then cube the cube, you don’t. I mean you can’t play another echo, because that’s 10 mana, but I’m guessing that you don’t get another echo copy, because Glenda is still under the cube? Idk, I guess, though confirmed, if you cube Glinda, you can then cube the cube with a free cube getting 2 Glinda, and a cubed cube.

I just pulled this card golden rare and and super excited. Best use I found so far is winning in fatigue. You play this then baneful banker this, and then use the echo to shuffle a banker. That makes your deck both cards, so you never deck unless they can’t kill them anymore. Other uses is 6 penguin and this turn 6. Voodoo doctor+this heal 8 on turn 10, or turn 7 voodoo doctor, this, into 6 happy ghoul. Sea giants seem good too. I just can’t think of any really good deck for this card yet. Maybe zoo for the knife jugglers and voidwalkers?

I think the combo you are all looking for is Glinda + Youthful Brewmaster + Target Dummy (wild) or Wax Elemental (Standard). Throw in some other fun cards like Summoning Portal, Knife Juggler, Novice Engineer, etc and you’ve got a pretty fun deck.

On Turn 6 (or 5 w/ ring) (or 4 if you can use ring to drop summoning portal on turn 3 and keep it on the board for 1 round) you drop Glinda and fill your board with target dummies to protect Glinda. On the following turn you can cast youthful brew master to return a target dummy to your hand, and then an echoed brewmaster to return the original brewmaster to your hand, thus allowing you to repeat the cycle on subsequent turns. This gives you an Infinite number of meat shields every turn to do with as you like. While you’re at it, why not drop a knife juggler or two on the board so that each casting of Target dummy and/or Youth Brewmaster will start cutting down you’re opponent.

Want to make your endless wall a little beefier? Try using Wax Elemental instead. It costs 1 instead of 0, but with divine shield it can absorb 2 hits instead of 1. It’s also Standard whereas Target Dummy isn’t.

Other great fillers for the deck could be:
– Sneaky Devils / Raid Leaders to give your endless hoard of wax walls some offense.
– Zola the Gorgon to ensure that you have back up copies of Glinda in hand should you opponent zap her with a spell
– Corpse Raiser could also give her some added survivability
– Questing Adventurer to gain value from your endless hoard of Target Dummy/Wax Elementals
– Gnomeferatu allows you to start milling your opponent every turn
– (Wild) You could also throw in Naga and giants as an alternative win condition

The key card that everyone seemed to be forgetting about is Youthful Brewmaster. Once you realize that he sets up a condition that will allow you to continue re-echoing your minions on subsequent turns, a large number of new and power combinations open up.

1. turn 9 glinda into double blood imp
2. turn 10 4 lorewalkers into a sacrificial pact into one more lorewalker into one more sacrificial pact
3. either your opponent has 9 sacrificial pacts in hand or he/she burns a card or even both

(This card is OP in wild with double mechwarper on turn 9 or murloc tidecaller. I would say this is a very fun card and is worth 10/10 for its flavor)

What a weird-looking Onyxia. Filling your board with 1/1s on turn 6 is not the worst you can do. Replacing them with 0-cost Sea Giants a la Necrotic Geist could be a thing, if this happened after your skull dropped a voidlord to shield this.

I don’t understand why this card is so highly rated. It looks pretty bad to me. 6 mana 3/7 that does nothing when you play it or when it’s removed, and it’s not like playing this on turn 10 with weak minions is going to do you much good either.

I dont see why its do nothing…are you one of those who say same thing for warlock weapon? 5 mana do nothing? Hahahaha dude at least it can be 3/7 “taunt” cause if your opponent doesnt kill it he will cry and concede…but actually you would never play this on turn 6.. But on turn 10 you have endless options for combo something with this card.

Card is reeealy bad. All the suggestions on how it could be good “if it survives” is not a good enough reason to call this card good. If this minion survives you get good value and that’s it. Cards like Prophet Velen and Malygos if survive WIN YOU THE GAME but obviously they aren’t played and then hoped that they survive. In a control matchup this isn’t living a turn and in an aggro matchup you don’t need the value, and there’s no insane 1 or 2 mana cards to echo with it revealed yet or that currently exists.

I would say this will be bad as you say or really good. As you pointed out with prophet velen and malygos, yeah right now they are not seeing a lot of play. But it we have had metas where both velen and malygos was wincon and saw a lot of play. It is going to depend on what cards there are to support it.

*sees this card*
Wait… Isn’t there a bad card that could be meh with this?…
*searches*
Ah, here it is. Seadevil Stinger. 4-mana 4/2 Murloc, “Battlecry: The next Murloc you play this turn costs Health instead of Mana”… So 10 mana, 20 health (ow), for a board of Glinda plus a bunch of 4/2 Murlocs… Meh…

How else can you abuse the mechanic… Well besides filling your board with wisps, target dummies, or snowflipper penguins (which I doubt you’d want), you could always go Giant package with Naga in wild. Molten would probably be the easiest and most consistent (yet risky), Sea can ramp up quite well against a “flood the board” deck (albeit still having a hefty cost). When thinking about Mountain Giant, I completely forgot that the card is ADDED to your hand, allowing you to spew out all the Giants at a lowered cost. Granted, it’s not free, so it’ll cost a hefty amount of mana unless you have Naga also out (but I doubt your opponent will allow Naga to stay alive if they can help it).

Glinda’s 6-cost and Naga’s 5-cost, meaning you also need the coin to do the combo at 10 mana. Which is highly unlikely given that there’s already a 50% chance of having it IN THE FIRST PLACE, and I reckon you probably will have a use for the coin sometime before your combo, so it’s REALLY unlikely you’d pull it off. And don’t even try to separate the combo over two turns; nobody’s going to leave a Naga up if they have the chance to kill it.

No…just no… This doest fit in giantlock at all…with naga you can summon full board on turn 5 why would you wait 10 mana for combo, you can play the SAME/ even better combo on turn 5+…. You have full deck of giants you dont need echo them also without naga you can echo only molten 6 times all others are hard to lower ther cost to 0 without naga… This card is for pure control/reno deck…. Imagine you have emparor (almost all control style warlocks run him) glinda + 5 molten + reno…. 3 cards for full board and full hp…also you can combo glinda with much more cards in renolock then in giantlock 🙂 and also without so many giants you have more boardclears and more stronger minions 😀

Normally this card would just probably be a cool but bad legendary, but the fact that mountain giant exists give this card incredible viability. Not many classes can remove a board of 8/8s on 6. But we’ll have to see if that deck becomes viable. I don’t think it has application anywhere else

This card, thankfully, is not a good fit what I imagine Control and Cube Warlock decks will look like in April when the rotation takes place.

However, this does seems to be a pretty decent addition to Zoo Warlock, which will be very much appreciated since that archetype is losing critical cards such as Darkshire Councilman and Melchezaar’s Imp. The Taunt minions Warlock has access to would increase the chances of Glinda surviving an on curve play.

I think this will be Warlock’s version of Fandrel Staghelm, a card you either kill the turn it is played or lose to. Granted, Fandrel is much easier to combo with (Turn 6 Fandrel + Power of the Wild) and easier to slot into both the control and aggressive archetypes.

That’s not going to be a Standard combo seeing as Moltent Giant is getting the Hall of Fame treatment.
Additionally, if you were to spend your turn 6 at 10 health and doing nothing but summoning stuff that can’t win you the game right that turn or save you as Possessed Lackey into Dark Pact can, you’re just asking for your opponent to win during their next turn. Slower decks probably wouldn’t be able to always pull that off, but they would simply focus on the board and do everything in their power to make sure you don’t reach ten health if a Molten Glinda Control Warlock deck became viable.

How exactly would you nerf Voidlord to make it less powerful?
The potential nerfs that come off the top of my head, less health, reduce the number summoned by the deathrattle, reduce attack, and so on, would either not do anything or to some extent make the card more powerful. Increasing its cost would be useless given how it is normally played, and taking off the demon tag would defeat the entire purpose of the card.

Not really. The card is fair as it is. Voidlord is not the card that would need to be changed anyway. It is the victim of abuse, not the abuser itself. That title would go to Dark Pact and Possessed Lackey.

Most likely not. However, it cannot be said for sure until play testing can be done.

If you were to play Glinda after Skull of the Man’ri summoned a Voidlord, it never had the Echo Keyword in your hand. This is the only interaction we know for sure.

If you were to have Glinda on the board when Skull summoned a demon, a copy of it still should not be added to your hand. This is because the current description of Echo is that another copy of the card is added to your hand when it is the card with Echo is PLAYED not just summoned as Skull currently does for the demons it pulls out of your hand.

I doubt that particular combo will see play seeing as it is a 2 card, 10 mana combo.
While the 7 health will allow it to live on the board on curve quite often, throwing it out on turn 6 unless its placed behind a Voidlord or at least one other taunt won’t usually end up going well. Granted, this card does not fit into Control Warlock as we currently know it unless filling your board with Gnomeferatus is that appealing.
Similar to Fandrel, It will be best to combo this with something the turn it is played, and on turn 10, throwing out this and 4 void walkers seems pretty decent for a Zoo deck.